The texturing is kinda flat. E.g. the eggplant is purple, but lacks that stylistic touch which made Thief's plumsies (the healing fruits in the later Pagan levels) distinct.

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

The texturing is kinda flat. E.g. the eggplant is purple, but lacks that stylistic touch which made Thief's plumsies (the healing fruits in the later Pagan levels) distinct.

These foods were based off of a photo realism approach. Given the recent criticisms of my art being more fantasy related to games such as World of Warcraft, I've been deviating from stylizing heavily (especially on organic substances).

To be fair I winced a little on that, as I was going for a look off the T2 deer leg for my deer leg color scheme. Overall I've been trying to take a very realistic approach. For instance every food here was sampling color palettes from real food to remain consistent. But we're all accustomed to our artistic differences are we knot?

I liked your more stylised models, so that may be the problem. Realism is nice and fine, but a game does not necessarily benefit from full realism. I like food models like the blue cheese and the fish, because they somehow "fit" the visual world of TDM.

Another part is being concerned that bananas will start cropping up in TDM missions, and the tiny purist inside me is hopping up and down, screaming "THERE ARE NO BANANAS IN BRIDGEPORT!"

Bikerdude, ERH+ and Epifire like this

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

I liked your more stylised models, so that may be the problem. Realism is nice and fine, but a game does not necessarily benefit from full realism. I like food models like the blue cheese and the fish, because they somehow "fit" the visual world of TDM.

Another part is being concerned that bananas will start cropping up in TDM missions, and the tiny purist inside me is hopping up and down, screaming "THERE ARE NO BANANAS IN BRIDGEPORT!"

Hahaha, yes me and Goldwell discussed the bananas for a while. It's considerable that imports from outlying colonies would be available which is why they stayed. I mean I cut turkey, watermelon and a couple other things on the list but bananas were on heavy debate for a while. I'm kinda filling the role of making items when there's an immediate gap (like the food models) or just making exclusive gameplay related content because they'd be hella cool to see in game. We've still got more exclusives yet but we wanted a couple surprises for the release. That being said, this is our last teaser. So from here on out, I begrudgingly must make obscure posts about details I cannot convey with models I can't show you.

I just wanted to share with anyone who cares a quick update about what's coming from me and my next projects.

Early this year there will be an entirely brand new version of Accountant 1: A Noble Home being released. The new version will be completely rebuilt from the ground up and entirely built by myself, it will keep the essence of the original mission but will have brand new areas to explore on the city streets (like being able to break into neighboring homes and stores) as well as improvements to the old gameplay mechanics I used for the original release (fixing the safe, allowing you to shut down the city power by shooting an arrow into the generator room for example and so on). This redone version will be the true canon for the accountant series so the story will largely remain the same, this will purely be a reimaging from a level design and visual standpoint but using the mapping skills I have now. This will be coming out early this year, probably once the dust settles on 2.05 I will aim to release it then.

Progress on my 3 part campaign mission has been coming along great, I am polishing off areas one by one and they are turning out to be quite challenging to make but really fun to play. The campaign takes our unnamed protagonist along as they are hired to track down just what happened to Lord Edgar since you broke into his bathhouse and stole his ledger. It is set 5 years since then and i'm trying to create a variety of new areas & settings for the player to explore with and interact with and add in new gameplay mechanics that I hope are fun. Mission 3 of the campaign is set in a huge open city mission that is a first for me, but I am finding as the city is developed it starts to tell it's own stories. Normally I write out everything that happens in a mission but with this I am just building and letting the city itself tell it's own story. In addition to that I have enlisted the help of Epifire who has been making a lot of custom models that really help bring the mission to life as well, he has shown off some of them here but in total he has already provided over 100 custom models (with more on the way) that will help add to the immersion of the campaign and also help to make it a truly fun and unique experience. That campaign should be coming out mid to late this year.

And finally going back to the accountant series, after my other two projects are done I plan on going back to work on the accountant 3. This will be a train mission followed by a warehouse mission (both in a single map file). I have the story for the whole accountant series already written out and finished, but nothing has been mapped out yet as I have been busy with other projects. It is still a while off but I plan on releasing that mission sometime next year.

Here's a recent cobblestone test using three vertex blended textures. I'm still trying to get a better method for making the twigs and debris less linear and a bit more natural with some bits laying on top. So far that's the best I can get with standard blends...

EDIT: With some color correction and a vastly superior second step blend, there's now a lot more variance in the three blend textures...

For real, I second that. Epifire is doing A LOT of help here expanding already existing library of brushes, and models. I am enjoying this particularly because I am a fan of the Cobblestone textures as well.

Most my stuff is sent to the original FM author who requested the assets (so it doesn't see community use till after the FM releases) but these were a standalone bunch I did for a test. I'll likely use them in later FMs, but I'd be willing to toss them up in the Mediafire dump I've got if you're interested in using them. Naturally they work best if set for vertex blending on a lwo, but they're definitely usable on brushes and patches alike. I'm not sure how normals and spec would layer in with the last example he posted but you might be able to blend them with Obsttorte's vertex program.

I apologize I don't have these in a zip but anything labeled cobblestone_blnd you wanna grab. Do note if you want them to blend correctly, the UV positions for any patches or materials have to match or you'll get hard seams.

Otherwise yeah, it's been a lot of fun working on stuff for TDM. I have a lot of free time right now so I'm hoping to dedicate a lot to the community asset base before I have to actually go and find a job again.

After my long absence from bridgeport, TDM and DR (and some nice salute after my first post, thanks for that) i want to give you a short summary what i have done the last and what im going to do the next days.

In former times i created a campaign over about 5 missions in close collaboration with SevenUpMan. I have some of the maps on a good status, some are only beginnings/ patchworks.

Also i have plenty of maps which are more or less a study or a test. Also some of them got much bigger than i originally wanted them to get.

Before i will dive back into my older campaign i want to create a prequel/ mission 0.5 which will bring the storystone to roll. In the course of that i will recycle some of my older studies/maps.

Here is a (by far not finished) sneaky view on the first "target". Please keep in mind that im a bit rusty after three (?) years of abstinence

After my long absence from bridgeport, TDM and DR (and some nice salute after my first post, thanks for that) i want to give you a short summary what i have done the last and what im going to do the next days.

In former times i created a campaign over about 5 missions in close collaboration with SevenUpMan. I have some of the maps on a good status, some are only beginnings/ patchworks.

Also i have plenty of maps which are more or less a study or a test. Also some of them got much bigger than i originally wanted them to get.

Before i will dive back into my older campaign i want to create a prequel/ mission 0.5 which will bring the storystone to roll. In the course of that i will recycle some of my older studies/maps.

Here is a (by far not finished) sneaky view on the first "target". Please keep in mind that im a bit rusty after three (?) years of abstinence

Hope this time i have some more endurance to reach more result!

Really interesting locale that presents a lot of vertical detail. Personal preference here, but it's very refreshing to see the darker sections without an over brightened ambient darkness.

We3lcome back, Johannes! If that is your rusty form, can we really complain?

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved